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Map Version: Alpha 
Type: CP
Released: 06-16-2012 
Last Update: 06-16-2012 
ForbiddenDonut
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This map is temporarily on hold for the duration of the KOTH contest!

A standard, displaced push 5CP map that takes place in an industrial hotspot within a cold setting. Both teams first vie for control over a pivotal train stop and continue on to try and overthrow their competitor's encroaching coal business. The map will utilize a Barnblitz-type aesthetic at mid that merges into a Gorge/Coldfront aesthetic towards lasts.

Special thanks to:
A Boojum Snark for his awesome game/prop libraries
TWTCH182 for usage of his server


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Old 06-16-2012, 05:27 AM   #1
Sergis
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looks neat

that 4th screenshot could use some signs probably

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Old 06-16-2012, 05:40 AM   #2
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Quote:
Originally Posted by Sergis View Post
looks neat

that 4th screenshot could use some signs probably
Oddly enough, that room has three signs. You just can't see them from that perspective (I was trying to show off geometry - fail lol)

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Old 06-16-2012, 07:46 AM   #3
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Looks good, I like the 2nd point.

Use fog_override 1 and fog_enable 0 for overview screenshots.

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Old 06-16-2012, 11:28 AM   #4
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For some odd reason I really like final, but it seems too open.

Maybe I'm just too used to indoor finals.
 
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Old 06-16-2012, 12:01 PM   #5
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Looks interesting, excited to play it.
 
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Old 06-16-2012, 03:15 PM   #6
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Quote:
Originally Posted by Bloodhound View Post
Looks good, I like the 2nd point.

Use fog_override 1 and fog_enable 0 for overview screenshots.
Thank you. I was trying to figure that out. I didn't know about the override console command.

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Originally Posted by Fr0Z3n
For some odd reason I really like final, but it seems too open.

Maybe I'm just too used to indoor finals.
This is something I am definitely keeping an eye on. I originally had an indoor finale planned, but I wanted to try something different. Cover is one of those things I am looking at. The spawn doors are another (at the current moment, you can be sniped coming out of them. I am not a fan of that.)

Thanks for the comments, guys. I'll make sure to put it up for the next game day.

EDIT: New overview up - now with 100% less eye pain.

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Last edited by ForbiddenDonut; 06-16-2012 at 03:35 PM.
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Old 06-17-2012, 08:53 AM   #7
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This looks really, really good... I can't wait to try it :o

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Old 06-18-2012, 12:51 AM   #8
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Thanks for everyone that came to the gameday. It was extremely informative and I got back a lot of interesting feedback.

Here's some things I have planned for A2+ (going in order of priority):

1) I'm going to spend a good deal of time on the signage. There's already a few signs, but I really want to direct the flow towards the points. I like the option of being able to travel between Mid and Last without directly coming into contact with 2nd, but I want that to be a conscious decision. There was also a few complaints about not knowing where to go after spawning at both forwards. This will be addressed.

2) The transition between 2/4 and middle will be simplified. I plan to keep the building with the dropdown (although the chickenwire corner will become inaccessible). The sewer entrance will be changed so it can be rocket/sticky jumped over. The building separating the sewer and 2nd might shrink.

3) I want to reduce the overall amount of chokes in the map. I noticed the map got stuck a lot between Mid and 2/4. I want to give the offensive team coming from Mid an option that doesn't involve going through a tight doorway.

4) Of course, and I'm knocking this out as I type, I'll be fixing the bugs (improper bullet blocks/z-fighting/slow doors).

A thing I do want to start a conversation about is Last. I want to hear opinions about it. I know Fr0Z3n noted that it seems open. I do plan to give it more cover in the future. I want to hear, from today's playtest, how it felt. Was it too hard to defend? Awkward to fight on? I'd love to hear opinions.

Once again, thank you guys for your feedback. I appreciate it greatly.

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Old 06-18-2012, 02:05 AM   #9
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I totally forgot to post for you!

I think this is a great map and it's one of the best put together alphas I have played in a while. Really refreshing. Here are some things I think you should think about (and in some cases you are already).

http://i.imgur.com/a7IzR.jpg
I like that 2/4 is kind of out of the way, like Badlands, and I think it works fine and won't be an issue. But I think that you should do something to this to make it stand out more, because at this point it just looks like high ground. The spire is kind of an attention grabber, since it's alone and huge and weird; your 2/4 isn't so unique.

http://i.imgur.com/rMbz9.jpg
Coming from last and moving this this doorway, my instinct is not to go right. I've already turned right once and it feels weird to do it again. I'm moving back towards spawn now if that's what I do. The arrow is there, but it doesn't stand out at all (blue on blue, and it's in shadow), nor is it invasive enough for me to want to follow it when I do see it. It took me a while to get this down.

http://i.imgur.com/VjsHc.jpg
This got me a few times also. Coming out of this spawn, my instinct is to go through the huge open door right next to me with glowing signs in it that say EXIT and CAPTURE POINT. You know? Not that gray tunnel.

http://i.imgur.com/E3Nhm.jpg
This is a long boring walk that I don't like much.

http://i.imgur.com/sMHBY.jpg
Another 180 degree turn, but this one is a lot tighter than the one I just posted about. Again, the sign just doesn't stand out. In this case, I might suggest doing the moving sign trick and placing a large billboard sign in front of the player, in the door that looks at mid (not in this screen), then another pointing right, into the tunnel. Up to you.

http://i.imgur.com/SEH8N.jpg
This is backwards. The roller goes inside.

http://i.imgur.com/VLgTL.jpg
http://i.imgur.com/n3IOc.jpg
May want to fix this! There are a few other minor visual things that I didn't screenshot because it's an a1, like the displacement near the hydro guard rail being just a top. I'm sure you know about it.
 
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